The WIP Thread

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Tapwave
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Re: The WIP Thread

Post by Tapwave »

Nash wrote: Implemented a save counter, to discourage save scumming. And because this is nicely saved along with the usual level stats, I can easily do ACS functions like GetSaveCount() to allow scripting stuff depending on the amount of times that character saved. >8D

Next up: optional "dead is dead" that will delete all saved games linked only to that specific character who died. For h4rdc0re players >8D
Now, you're just being mean to Graf, aren't you? :p
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Tapwave wrote: Now, you're just being mean to Graf, aren't you? :p
My game isn't Doom, he won't care! :P
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Carbine Dioxide wrote:I don't remember what game I played when I was younger, but it punished you if you saved to many times. I think it was Ico?
One of the Penguin Adventure games on MSX doomed you to the bad ending if you paused more than once. Because you took too long, you see.

You probably wouldn't be surprised to know that Hideo Kojima worked on that one.
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TheAdmantArchvile
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Re: The WIP Thread

Post by TheAdmantArchvile »

Carbine Dioxide wrote:I don't remember what game I played when I was younger, but it punished you if you saved to many times. I think it was Ico?

Resident Evil's ink ribbon save system always got to me. I usually have one left, so I have to make my saves count instead of short bursts of saving like I do in other games.
Tomb Raider 3 on the PSX had a similar one, where you had to collect "save Gems" in order to properly save your game. Only problem is, those save gems were placed few and far between and were stuck in some ass-crack of the maps, so that you'd never find them. That + TR3's bullshit difficulty made playing TR3 on the PSX impossible. For this reason alone, they left the save gems out of the PC port. Now they just gave you health for free.
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Viscra Maelstrom
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Re: The WIP Thread

Post by Viscra Maelstrom »

i thought they got rid of save gems from TR2 and forward on consoles?
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The Zombie Killer
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Re: The WIP Thread

Post by The Zombie Killer »

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Now that's dramatic, but it's sad that camera seems shaking a lot due to D3 lagdoll physic!
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MetallicaSepultura
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Re: The WIP Thread

Post by MetallicaSepultura »

new weapon test of Angst Rahz Revenge Doom TC
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Dancso
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Re: The WIP Thread

Post by Dancso »

The Zombie Killer wrote:<YT video>

Made some significant improvements, it's still not perfect, but it's getting there.
You are making me want to get a VR headset just to play this mod. :wub:
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Image Image
Image Image
Image Image
Image Image
Image

Not a project I'm working on but have a bunch of images from abbuw's city map with post-processing (SSAO, bloom and lens distortion/chromatic aberration). With the right textures, you can achieve a somewhat modern look with your GZDoom projects...
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Captain Ventris
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Re: The WIP Thread

Post by Captain Ventris »

The latest Xenomia playtest is today at 4:00 CST. This is the first one since San Japanso we're hoping for a good turnout! At any rate it'll be a blast! Super excited!
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Tapwave
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Re: The WIP Thread

Post by Tapwave »

Nash wrote:pictures
That almost looks like GTA 3!
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BFG
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Re: The WIP Thread

Post by BFG »

Spoiler:
making some new D3 Imp face variants. This ones based on Pumpkinhead.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Now that's pure evil, more cooler than original D3 one!
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YukesVonFaust
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Re: The WIP Thread

Post by YukesVonFaust »

Image Image Image
Let there be LIGHT.
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